Road to Lothgolin

After a successful diplomatic mission in which  you were sent to the Border Kingdoms to get cavalry to fight the Orcs, your king Einar now sends you to try to talk to the mysterious Elves from Lothgolin for an alliance treaty as they are also under the invading Orc threat .

Three of your rangers volunteer to accompany you and the king provides steeds for all (this is going to be my first Encounter on horses!) so you run for three weeks through the North border of Mirish, passing below Gorath and Bal-A-Tor and towards Lothgolin (see map of Talomir).

In the second week they have an encounter with a solitaire Orc who reluctantly agrees to barter with them but what Eilif wants is information. The Orc either doesn't know anything about the Orcs uprising or he is lying, in any case he decides to kill it just in case. After registering his belongings Eilif gets 1 Increase Rep d6.

They finally reach the borders of Lothgolin and explore the border trying to find a safe route through the woods...

This is a Wandering Encounter in which you have to resolve at least one PEF and then exit through the opposite side of the board. There are three PEFs, and being in Wilderness and in a C Area, the Enemy Rating is 5 and that means that Eilif is probably going to meet several groups!

Lothgolin at last!

Turn 1. Orcs 4 - Mirholme 2.

The PEF from the left doesn't move but the two at the top do and one is resolved as soon as it gets in sight. Eilif and his men hide behind a hill to avoid resolving more PEFs.

The PEF (Possible Enemy Force) is a group of seven Orc Wolf Riders!

In their Activation they move as fast as they can towards the men.

Turn 2. Orcs 1 - Mirholme 6.

Eilif is now Rep 6 so they activate first and move out from the hill and reveal another PEF, a Troll! Then they shoot at the Orcs, killing just one. 

One of the Orcs charges and leaves one Ranger Out of the Fight (OOF). Eilif hopes he's snapped his neck as they don't have time to stop and check.

 Turn 3. Orcs 1 - Mirholme 4.

Eilif and his men try to escape bordering the wood and the last PEF is resolved, a group of eleven Goblin archers! The Troll and the Wolf Raiders pursue them, but riding horses is great to run away from the enemy.

Turn 4. Orcs 1 - Mirholme 3.

Afraid of getting surrendered Eilif and his men turn back and charge at the Wolves, killing three of them and making another one flee in terror.

Then the last two Wolf Raiders charge at them but are defeated. The Troll and Goblins hasten behind the Rangers.

Turn 5. Orcs 6 - Mirholme 3.

The Rangers shoot with their bows at the Troll who seek refuge in the forest, then the gallop towards Lothgolin.

Turn 6. Orcs 3 - Mirholme 4.

The Rangers keep galloping are close to reach the woods of the Elves. A new PEF appears and is resolved. It is a group of two Dwarves.

The Troll keeps running after Eilif and the Goblins shoot at the Dwarves who enraged charge and kill two of them, causing another to flee.

Turn 7. Orcs 1 - Mirholme 2 - Dwarves 3.

The two Dwarves charge again and kill two more Goblins. Chop, chop! The rest can take it and flee in despair!

Now the Rangers activate and prepare to leave the area but they decide to shoot one last time to the stupid Troll. They miss and the Troll reacts charging at them. After so much pursuing he finally gets them!

Luckily, the Troll wasn't very good and the Ranger could kill it. 

Then Eilif's horse throws him to the ground with so bad luck that he snaps his neck; he is dead! He uses his Star advantage to try to survive and rolls 6d6 but only gets one success and now he is OOF. After that he uses his Extraordinary Effort and rolls one more die with success, escaping unscathed by a hair's breath in the end!

Then the Rangers dismount and together head to where the Dwarves are waiting. They are followers of the Black Moon but the men of Mirholme are Neutral, and more than them so they finally talk with them. Eilif spends 1 Increasing Rep d6 in Sweet Talk and manages to get some information from them, making the ER of the area one point lower. They also offer to barter but Eilif is not interested.

Later they check their fallen comrade but he scores two sixes in the After the Encounter Recovery Chart! He is dead and already cold and stiff.

Finally they loot all the Orcs and the Troll, the Goblins are for the Dwarves. They get a magic Armour of Protection and the Sword of Rage. They also collect 6 Increasing Rep d6 from loot plus an extra 1d6 for a successful mission, but they also lose 1d6 for Eilif using his Star Advantages, 1 for loosing one men and 3d6 in his men wages.


Caesar Dwarves

Miniatues from Caesar are great as you can see here with these Dwarves below, and also I can tell you the same about the Elves I've  just started to paint, they are awesome.

Hammer guy seems to be wearing sunglasses but it's just some wash pooling, LOL.

These six together with the other two I painted before make the number for a unit that I'll use as allies for my army, as well as individually for some RPG.


A few adventurers

The Goblin is from Dark Alliance and the rest from Caesar miniatures.

I tried t paint the woman as Eowyn.


Orc reinforcements

I painted another Troll and the rest of the Uruks. After them I guess I'll paint some Caesar Dwarves and Elves.

I like the Gorilla pose of this Troll.

The rest of the Uruks,

And all of them next to the Trolls.


A Werewolf in Talomir

I am testing one of the scenarios for the new adventure supplement for Warrior Heroes Adventures in Talomir (WHAT) by Two Hour Wargames that is going to be released soon. This is a special situation in which the Star, the miniature representing the player, turns into a Werewolf (think of an American Werewolf in London). 

So during the adventure you are trying to find out a way to get rid of the curse of being a Werewolf by fighting against Witches, Trolls, Giants, Vampires and Wizards, but you may suffer from several Full Moons during the campaign in which you stops being a human being and turns into a Werewolf; which is no good as you can get killed or worse, you can kill innocent people! (you lose advantage Rep d6 for each innocent slaughtered).

I played the Encounter on a 90x90 cm. mat and the game took me less than 15 minutes to finish it. Sweet and easy.

The table setup is in the outskirts of Wolfstone, North of Mirdholme, Talomir. The three yellow dots are the PEFs generated as per the rules.


Your character:

"There is Full Moon tonight and as soon as a moonbeam touches you, your blood starts to boil from within, burning and hurting beyond measure as your body insanely convulses. After a quiet moment you open your eyes into a new life form. You look up to the Moon and from your chest comes out a deep and terrifying howling that shreds your throat and your soul alike. You have turned into a blood thirsty beast!"

Turn 1. Townsfolk 5 (nobody activates) - Werewolf 1.

The beast moves towards one of the PEFs (Possible Enemy Figures) in the centre of the table; there is contact and it is resolved as a Female Labourer. She cannot see the monster in the dark but it can sees her! Luckily for her, the Werewolf restrains himself and disappears into the night (I rolled in a chart for that).


Turn 2. Townsfolk 4 - Werewolf 3.

PEFs activate first but none move. After that I could leave the Encounter as I only have to resolve one PEF to be successful, but as I am testing the scenario I decide to check another PEF. 

The Werewolf moves to its right and again there is a contact (the Enemy Rating or possibility of meeting somebody is 3 in this place), and I can run into Townsfolk, Wild Animals or even my own Followers, my band. I meet with another Townsfolk, this time it is a Hunter.

On this occasion the Character fails to restrain himself, loses control and charges the Hunter, Roar!

There is melee. None of them wears armour. The Hunter has a hand weapon and the Werewolf its claws and teeth but also the attribute Rage. The beast wins the first round of combat but it only scratches the Hunter. I roll for another round and again the Werewolf wins, causing the Hunter a fatal wound. Then, in the next turn it leaves the table and the Encounter is over.

So our character escaped alive from this Encounter and although he lost 1d6 Rep for killing the Hunter, at least he didn't come across his own men. Next Full Moon, after a few scenarios in between, would be harder for him to restrain from murdering!


SYW army completed

 So I have finished the SYW British army to play Maurice with a friend. Below you can see the units I need to paint to have the proyect done.

Three units of cavalry. The first form left to right is the guard.

Three units of artillery.

General and a special character.

The full army.

Magnetised and ready to go.

I've been told that I may need another two or three units of infantry and cavalry for a full game, but first I'll try the game and if I like it, then I order and paint some more in Christmas holidays as I won't have time after Summer holidays.